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Melfice

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Posts posted by Melfice

  1. On 3/12/2023 at 5:17 AM, munix said:

    Release v0.2.0

    • Known issues 
      • When you create a kerbal with a last name different than Kerman, their portrait will not generate. A workaround for this is to first create the kerbal with the last name Kerman and then right click to edit them and change the last name.

    Based solely on this issue in this mod, I'm going to make an incredibly bold claim for KSP2:

    Kerbals won't be the only playable species in the full release.
    At some point you're gonna hit a second species in a distant solar system, and they'll be recruitable.

    As for the here and now: Thank you for this mod! Lovely work.

  2. I'm sure every person you'd ask has a different idea of what Kerbal-sized means.

    Personally, I think that if you were to make a cutaway schematic, the ships should be large enough that it would comfortably fit 3 or 4 Kerbals in the saucer section. That is to say, the entire saucer is the cockpit/bridge. If I remember I will try to mock something up in Paint later today.
    I think that would make for fun-scaled ships.

    But I appreciate that there may be a lot more folk who want far larger ships to play with.

    EDIT:
    BEHOLD! My poor MS Paint mockup!

    I realize this is slowly starting to become a hijack. So, expect this to be the last I'll mention of my dream mod. Thanks for humoring me.

    BasE7ed.png

  3. 18 hours ago, TheShadow1138 said:

    I just want to make sure I understand what you're saying.  You're asking for parts so that you could Frankenstein a ship from components of other Star Trek ships, correct?  Basically, that's what I'm doing.  I'm not making monolithic single-piece ships, they will be separated into Bridge, Saucer, Engineering hull, Neck (for those that have a distinct "neck" connecting the saucer and engineering hull, so an Intrepid- or Sovereign-class would not have separate "necks"), Nacelle Pylons, Nacelles, and separate Impulse engine modules if warranted.  So, if I'm understanding what you want correctly, it would just require a uniform texture scheme so that say the darker gray of an Intrepid-class doesn't clash with the lighter gray of a Galaxy-class.  If that's the case, it could be fairly simple for me to set a generic base color for the hulls.

    Also, I'm trying to picture what you described and am having a bit of trouble.  The stern of Voyager is the aft portion of the ship, the saucer would be towards the bow, so what I'm picturing is the aft portion of the Defiant slapped onto the back of the Voyager's saucer, sitting on top of a Galaxy-class engineering hull as you described.  It would certainly be an interesting look.

    My greatest shame revealed. 
    I'm a dirty landlubber who can't tell his afts from his sterns or his bows.

    But, yes. You got the gist of it.
    In an ideal world, somebody would make parts that are still recognizable as the ships that inspired them, but are generic enough in shape that they could be mixed and matched.

    So, indeed, an Intrepid-Defiant-Galaxy class Frankenstein that still looks coherent enough.
    To avoid it looking like you slapped a stock Mk2 cockpit on a 1.25m fuel tank, if that helps you visualise it better.

    Again, I want to stress, this is more daydreaming than an actual hope, wish, or request. The ships you've made thus far look great, and a more Kerbal-sized model would already be a lovely thing IF you ever get round to that.

  4. On 8/6/2021 at 6:20 PM, TheShadow1138 said:

    Kerbal-style parts weren't in my plans.  When I set out to do this, my plan was to make Star Trek ships with which to use the warp drive, but there is at leas one other person, I believe, that would like more stock-alike parts.  For the time being, they are not in my plans.  Maybe, and I stress maybe, I'll consider stock-alike parts after the NCC-1701 is completed (that means in-game, released, with IVA), but I make no promises, guarantees, or assurances.

    Consider that at least two other persons now!I know this is a tall request and more in the order of daydreaming than an actual request, but a modular stock-alike, Trek-inspired parts would be an amazing gift, and genuinely something I'd be willing to donate for.

    A Voyager-like stern(saucer), with a Defiant-like aft(saucer), on top of an Enterprise-D-like hull and nacelles? Why, that would look... positively hideous, but it'd be a player's own designed ship, and that would be rad.

  5. I am sorry to report that I have the same issue as Zadfield.

    When using KJR Next, my rotational servos won't work. (To be fair, I haven't tested them when they aren't clipped through other parts, but...)
    However, when I use the debug version, the servos work just fine.

    I have no means to upload a craft right this moment, but I will try to do so very soon.

  6. I'm aware you may not be able to say, for a variety of reasons (publisher's rules, Steam being inconsistent, etc, etc.):

    But could you specify roughly when the DLC is going to release/unlock?
    May 30th is a bank holiday in the Netherlands, and it would be a proper shame if Breaking Ground releases on 2 AM... May 31st, but technically still the 30th because it's still the 30th in the United States! Haha! Technicalities!

    Get my orbital drift?

  7. Pardon me for a possible very silly question, but...

    Did the LV-T30 and -45 get completely new models in 1.4(.x)? Or are they supposed to have variants?
    I can tell those engines look quite different now, but I can't remember if they're supposed to have variants that also include their old models.

    I'm running a modded installation, and that's confusing me a bit here.

    Thanks for the response.

  8. 46 minutes ago, 5thHorseman said:

    And the day they announce they're doing this in KSP, I'll care. not much, mind, but more than I care now which is zero.

    I won't care much because it won't affect me. I'll either move on to a better game with less BS in it, stick with the version I have right now which is pretty great and has a license that allows me to keep using it even if they screw up future versions, or use the new version that has BS in it and just not buy the stuff. Most likely I'll try all 3 and stick with whatever works best for me personally.

    Quote

    First they came for the Socialists, and I did not speak out—
    Because I was not a Socialist.

    Then they came for the Trade Unionists, and I did not speak out—
    Because I was not a Trade Unionist.

    Then they came for the Jews, and I did not speak out—
    Because I was not a Jew.

    Then they came for me—and there was no one left to speak for me.

  9. 7 minutes ago, Rocket In My Pocket said:

    Well, you can make multiple DLC/expansions.

    Also, explain how you have micro transactions without an "online model?" Or any online currency model for that matter?

    He's basically saying no title they release is going to stand on it's own, it will have additional content available for purchase in some way. I honestly don't think micro-transactions would work in KSP, not a large enough player-base for one. Most successful micro-transaction based games are competitive as well. KSP is decidedly not, I think we can all agree on that.

    But multiple DLCs do not create a recurring transaction, or GTA5 would have had more DLC for its single player.
    Note how they don't have that.

    I don't know how they would make that work for KSP, but microtransactions or loot boxes are THE way to create a recurring consumer spending opportunities. Not DLC. DLC you buy once. And why sell something once when you can sell it over and over again. AGAIN, I don't know how they would make that work in KSP. But the fact EA tried to sell actual online game progression through loot boxes in Battlefront 2(actually 4) tells me Take-Two has already had a research team on this as well. They may not act on it, but a few dollars have been spent trying to find a way.

    And you're probably not wrong. it doesn't NEED to be microtransactions. But Take-Two've already seen that there's more profit to be made by selling extremely expensive single cars or apartments to players (and making it easier to get them by throwing a few real life dollars their way), than there is selling entire new single-player experiences to people.

  10. On 04/01/2018 at 3:28 PM, Rocket In My Pocket said:

    No, he didn't. Stop being fake news.

    What he said was:

    “We’ve said that we aim to have recurrent consumer spending opportunities for every title that we put out at this company,” said Zelnick. “It may not always be an online model, it probably won’t always be a virtual currency model, but there will be some ability to engage in an ongoing basis with our titles after release across the board."

    So basically he's just saying there will be a DLC or an expansion or something like that for every game. He even specifically says it won't always include online curency and/or micro transactions.

    Being a publisher isn't the same thing as calling the shots.

    Do they have influence? Sure.

    SQUAD still makes the game though and any new content. The DLC/Expansion was announced well before T2 bought the rights to the KSP intellectual property as well.

    "Recurrent consumer spending" opportunities is fancy talk for "microtransactions".

    You don't buy DLC/expansions over and over again (recurrent).

  11. 1 hour ago, linuxgurugamer said:

    No problem, please post the solution if you find it.

    The issue is with... me using a Stayputnik probe body.

    Three test sats with Stayputniks (and possibly in my main game with the Don'tStayputnik from a mod (Lack's SXT, I believe?)) and various antenna/solar panel layouts did not register.
    One test sat with an Octo core, the HG-5, AND the mod's solar panels did register.

    If that's intentional, we're done here (with a suggestion to make it (more) clear the probe needs to be SAS-capable.).
    If that's not intentional, I now have an actual bug to report!

  12. Logically, it does make sense. Sort of.

    Gameplay-wise, one (type of) antenna isn't recognised as an antenna because it works as an antenna as well as a relay dish. 

    Eh...?

    EDIT:

    I just realised that the conflict may lie in a mod's solar panels. I'll need to do some testing whether id's not recognising the panels or if it's genuinely the antenna. 

    So sorry for the bother.

  13. 11 hours ago, bjornadri said:

    StarVision are yu just ignoring this thread or what?

    Considering their last post was in 2015, it's safe to assume (until proven otherwise) they've left the KSP modding scene.
    According to their profile, they were here last Sunday, but that could simply be to turn off forum notifications.

    Your best bet would be to be patient and see if StarVision does return, or simply move on. Maybe some other Enterprising modder (get it? Because of Starfleet ships? Yeah?) will try their hand at a similar mod.

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